📄 wi_stuff.c
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int digits )
{
int fontwidth = SHORT(num[0]->width);
int neg;
int temp;
if (digits < 0)
{
if (!n)
{
// make variable-length zeros 1 digit long
digits = 1;
}
else
{
// figure out # of digits in #
digits = 0;
temp = n;
while (temp)
{
temp /= 10;
digits++;
}
}
}
neg = n < 0;
if (neg)
n = -n;
// if non-number, do not draw it
if (n == 1994)
return 0;
// draw the new number
while (digits--)
{
x -= fontwidth;
V_DrawPatch(x, y, FB, num[ n % 10 ]);
n /= 10;
}
// draw a minus sign if necessary
if (neg)
V_DrawPatch(x-=8, y, FB, wiminus);
return x;
}
void
WI_drawPercent
( int x,
int y,
int p )
{
if (p < 0)
return;
V_DrawPatch(x, y, FB, percent);
WI_drawNum(x, y, p, -1);
}
//
// Display level completion time and par,
// or "sucks" message if overflow.
//
void
WI_drawTime
( int x,
int y,
int t )
{
int div;
int n;
if (t<0)
return;
if (t <= 61*59)
{
div = 1;
do
{
n = (t / div) % 60;
x = WI_drawNum(x, y, n, 2) - SHORT(colon->width);
div *= 60;
// draw
if (div==60 || t / div)
V_DrawPatch(x, y, FB, colon);
} while (t / div);
}
else
{
// "sucks"
V_DrawPatch(x - SHORT(sucks->width), y, FB, sucks);
}
}
void WI_End(void)
{
void WI_unloadData(void);
WI_unloadData();
}
void WI_initNoState(void)
{
state = NoState;
acceleratestage = 0;
cnt = 10;
}
void WI_updateNoState(void) {
WI_updateAnimatedBack();
if (!--cnt)
{
WI_End();
G_WorldDone();
}
}
static boolean snl_pointeron = false;
void WI_initShowNextLoc(void)
{
state = ShowNextLoc;
acceleratestage = 0;
cnt = SHOWNEXTLOCDELAY * TICRATE;
WI_initAnimatedBack();
}
void WI_updateShowNextLoc(void)
{
WI_updateAnimatedBack();
if (!--cnt || acceleratestage)
WI_initNoState();
else
snl_pointeron = (cnt & 31) < 20;
}
void WI_drawShowNextLoc(void)
{
int i;
int last;
WI_slamBackground();
// draw animated background
WI_drawAnimatedBack();
if ( gamemode != commercial)
{
if (wbs->epsd > 2)
{
WI_drawEL();
return;
}
last = (wbs->last == 8) ? wbs->next - 1 : wbs->last;
// draw a splat on taken cities.
for (i=0 ; i<=last ; i++)
WI_drawOnLnode(i, &splat);
// splat the secret level?
if (wbs->didsecret)
WI_drawOnLnode(8, &splat);
// draw flashing ptr
if (snl_pointeron)
WI_drawOnLnode(wbs->next, yah);
}
// draws which level you are entering..
if ( (gamemode != commercial)
|| wbs->next != 30)
WI_drawEL();
}
void WI_drawNoState(void)
{
snl_pointeron = true;
WI_drawShowNextLoc();
}
int WI_fragSum(int playernum)
{
int i;
int frags = 0;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i]
&& i!=playernum)
{
frags += plrs[playernum].frags[i];
}
}
// JDC hack - negative frags.
frags -= plrs[playernum].frags[playernum];
// UNUSED if (frags < 0)
// frags = 0;
return frags;
}
static int dm_state;
static int dm_frags[MAXPLAYERS][MAXPLAYERS];
static int dm_totals[MAXPLAYERS];
void WI_initDeathmatchStats(void)
{
int i;
int j;
state = StatCount;
acceleratestage = 0;
dm_state = 1;
cnt_pause = TICRATE;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
if (playeringame[j])
dm_frags[i][j] = 0;
dm_totals[i] = 0;
}
}
WI_initAnimatedBack();
}
void WI_updateDeathmatchStats(void)
{
int i;
int j;
boolean stillticking;
WI_updateAnimatedBack();
if (acceleratestage && dm_state != 4)
{
acceleratestage = 0;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
if (playeringame[j])
dm_frags[i][j] = plrs[i].frags[j];
dm_totals[i] = WI_fragSum(i);
}
}
S_StartSound(0, sfx_barexp);
dm_state = 4;
}
if (dm_state == 2)
{
if (!(bcnt&3))
S_StartSound(0, sfx_pistol);
stillticking = false;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
{
if (playeringame[j]
&& dm_frags[i][j] != plrs[i].frags[j])
{
if (plrs[i].frags[j] < 0)
dm_frags[i][j]--;
else
dm_frags[i][j]++;
if (dm_frags[i][j] > 99)
dm_frags[i][j] = 99;
if (dm_frags[i][j] < -99)
dm_frags[i][j] = -99;
stillticking = true;
}
}
dm_totals[i] = WI_fragSum(i);
if (dm_totals[i] > 99)
dm_totals[i] = 99;
if (dm_totals[i] < -99)
dm_totals[i] = -99;
}
}
if (!stillticking)
{
S_StartSound(0, sfx_barexp);
dm_state++;
}
}
else if (dm_state == 4)
{
if (acceleratestage)
{
S_StartSound(0, sfx_slop);
if ( gamemode == commercial)
WI_initNoState();
else
WI_initShowNextLoc();
}
}
else if (dm_state & 1)
{
if (!--cnt_pause)
{
dm_state++;
cnt_pause = TICRATE;
}
}
}
void WI_drawDeathmatchStats(void)
{
int i;
int j;
int x;
int y;
int w;
int lh; // line height
lh = WI_SPACINGY;
WI_slamBackground();
// draw animated background
WI_drawAnimatedBack();
WI_drawLF();
// draw stat titles (top line)
V_DrawPatch(DM_TOTALSX-SHORT(total->width)/2,
DM_MATRIXY-WI_SPACINGY+10,
FB,
total);
V_DrawPatch(DM_KILLERSX, DM_KILLERSY, FB, killers);
V_DrawPatch(DM_VICTIMSX, DM_VICTIMSY, FB, victims);
// draw P?
x = DM_MATRIXX + DM_SPACINGX;
y = DM_MATRIXY;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i])
{
V_DrawPatch(x-SHORT(p[i]->width)/2,
DM_MATRIXY - WI_SPACINGY,
FB,
p[i]);
V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2,
y,
FB,
p[i]);
if (i == me)
{
V_DrawPatch(x-SHORT(p[i]->width)/2,
DM_MATRIXY - WI_SPACINGY,
FB,
bstar);
V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2,
y,
FB,
star);
}
}
else
{
// V_DrawPatch(x-SHORT(bp[i]->width)/2,
// DM_MATRIXY - WI_SPACINGY, FB, bp[i]);
// V_DrawPatch(DM_MATRIXX-SHORT(bp[i]->width)/2,
// y, FB, bp[i]);
}
x += DM_SPACINGX;
y += WI_SPACINGY;
}
// draw stats
y = DM_MATRIXY+10;
w = SHORT(num[0]->width);
for (i=0 ; i<MAXPLAYERS ; i++)
{
x = DM_MATRIXX + DM_SPACINGX;
if (playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
{
if (playeringame[j])
WI_drawNum(x+w, y, dm_frags[i][j], 2);
x += DM_SPACINGX;
}
WI_drawNum(DM_TOTALSX+w, y, dm_totals[i], 2);
}
y += WI_SPACINGY;
}
}
static int cnt_frags[MAXPLAYERS];
static int dofrags;
static int ng_state;
void WI_initNetgameStats(void)
{
int i;
state = StatCount;
acceleratestage = 0;
ng_state = 1;
cnt_pause = TICRATE;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (!playeringame[i])
continue;
cnt_kills[i] = cnt_items[i] = cnt_secret[i] = cnt_frags[i] = 0;
dofrags += WI_fragSum(i);
}
dofrags = !!dofrags;
WI_initAnimatedBack();
}
void WI_updateNetgameStats(void)
{
int i;
int fsum;
boolean stillticking;
WI_updateAnimatedBack();
if (acceleratestage && ng_state != 10)
{
acceleratestage = 0;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (!playeringame[i])
continue;
cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills;
cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems;
cnt_secret[i] = (plrs[i].ssecret * 100) / wbs->maxsecret;
if (dofrags)
cnt_frags[i] = WI_fragSum(i);
}
S_StartSound(0, sfx_barexp);
ng_state = 10;
}
if (ng_state == 2)
{
if (!(bcnt&3))
S_StartSound(0, sfx_pistol);
stillticking = false;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (!playeringame[i])
continue;
cnt_kills[i] += 2;
if (cnt_kills[i] >= (plrs[i].skills * 100) / wbs->maxkills)
cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills;
else
stillticking = true;
}
if (!stillticking)
{
S_StartSound(0, sfx_barexp);
ng_state++;
}
}
else if (ng_state == 4)
{
if (!(bcnt&3))
S_StartSound(0, sfx_pistol);
stillticking = false;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (!playeringame[i])
continue;
cnt_items[i] += 2;
if (cnt_items[i] >= (plrs[i].sitems * 100) / wbs->maxitems)
cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems;
else
stillticking = true;
}
if (!stillticking)
{
S_StartSound(0, sfx_barexp);
ng_state++;
}
}
else if (ng_state == 6)
{
if (!(bcnt&3))
S_StartSound(0, sfx_pistol);
stillticking = false;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (!playeringame[i])
continue;
cnt_secret[i] += 2;
if (cnt_secret[i] >= (plrs[i].ssecret * 100) / wbs->maxsecret)
cnt_secret[i] = (plrs[i].ssecret * 100) / wbs->maxsecret;
else
stillticking = true;
}
if (!stillticking)
{
S_StartSound(0, sfx_barexp);
ng_state += 1 + 2*!dofrags;
}
}
else if (ng_state == 8)
{
if (!(bcnt&3))
S_StartSound(0, sfx_pistol);
stillticking = false;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (!playeringame[i])
continue;
cnt_frags[i] += 1;
if (cnt_frags[i] >= (fsum = WI_fragSum(i)))
cnt_frags[i] = fsum;
else
stillticking = true;
}
if (!stillticking)
{
S_StartSound(0, sfx_pldeth);
ng_state++;
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